/Engine/Source/Runtime/Engine/Public/ActiveSound.h
struct FActiveSound : public [ISoundModulatable](API\Runtime\AudioExtensions\ISoundModulatable)
FSoundAttenuati...
AttenuationSettings
FAudioDevice&#...
AudioDevice
uint32
AudioVolumeID
TArray<FAudioV...
AudioVolumeSubmixSendSettings
uint8: 1
bAllowSpatialization
Is this sound allowed to be spatialized?
uint8: 1
bAlwaysPlay
Whether to artificially prioritize the component to play
uint8: 1
bApplyInteriorVolumes
Whether some part of this sound will want interior sounds to be applied
uint8: 1
bApplyRadioFilter
If true, this sound will not be stopped when flushing the audio device.
FThreadSafeBool
bAsyncOcclusionPending
Whether or not there is an async occlusion trace pending
uint8: 1
bCenterChannelOnly
Whether or not this sound class forces sounds to the center channel
uint8:  1
bEnableBusSendRoutingOverride
What the value of the enablement overrides are.
uint8:  1
bEnableLowPassFilter
Whether or not we have a low-pass filter enabled on this active sound.
uint8:  1
bEnableMainSubmixOutputOverride
uint8:  1
bEnableSubmixSendRoutingOverride
uint8: 1
bFinished
Whether the current component has finished playing
uint8: 1
bGotInteriorSettings
Whether we have queried for the interior settings at least once
uint8: 1
bHandleSubtitles
If true, the AudioComponent will be notified when a Wave is started to handle subtitles
uint8:  1
bHasActiveBusSendRoutingOverride
Whether or not we are overriding the routing enablement options on sounds.
uint8:  1
bHasActiveMainSubmixOutputOverride
uint8:  1
bHasActiveSubmixSendRoutingOverride
uint8: 1
bHasAttenuationSettings
Does this sound have attenuation settings specified.
uint8: 1
bHasCheckedOcclusion
Whether or not the sound has checked if it was occluded already.
uint8: 1
bHasExternalSubtitles
If true, subtitles are being provided for the sound externally, so it still needs to make sure the sound plays to trigger the subtitles.
bool
bHasNewBusSends
Whether or not there are Source Bus Sends that have not been sent to the render thread.
uint8: 1
bHasVirtualized
Whether or not sound has been virtualized and then realized
uint8: 1
bIgnoreForFlushing
If true, this sound will not be stopped when flushing the audio device.
uint8:  1
bIsFirstAttenuationUpdate
uint8: 1
bIsMusic
Whether or not this audio component is a music clip
FThreadSafeBool
bIsOccluded
Whether we were occluded the last time we checked
uint8: 1
bIsPaused
Whether or not the active sound is paused. Independently set vs global pause or unpause.
uint8: 1
bIsPlayingAudio
Whether or not this active sound is playing audio, as in making audible sounds.
uint8: 1
bIsPreviewSound
Whether or not this active sound is a preview sound
uint8: 1
bIsStopping
Whether or not the active sound is stopping.
uint8: 1
bIsUISound
Whether or not this sound plays when the game is paused in the UI
uint8: 1
bLocationDefined
Whether the Location of the component is well defined
uint8:  1
bModulationRoutingUpdated
uint8: 1
bRadioFilterSelected
If true, the decision on whether to apply the radio filter has been made.
uint8: 1
bReverb
Whether or not the audio component should be excluded from reverb EQ processing
uint8: 1
bShouldRemainActiveIfDropped
Whether the wave instances should remain active if they're dropped by the prioritization code.
bool
bShouldSourceBufferListenerZeroBuffer
uint8: 1
bShouldStopDueToMaxConcurrency
Whether or not to stop this active sound due to max concurrency
uint8:  1
bStartedWithinNonBinauralRadius
uint8: 1
bUpdateMultiEnvelopeValue
Whether or not this active sound will update the average envelope value of every wave instance that plays a sound source.
uint8: 1
bUpdatePlaybackTime
Whether or not the active sound should update it's owning audio component's playback time.
uint8: 1
bUpdatePlayPercentage
Whether or not this active sound will update play percentage.
uint8: 1
bUpdateSingleEnvelopeValue
Whether or not this active sound will update the envelope value of every wave instance that plays a sound source.
uint8: 1
bWarnedAboutOrphanedLooping
For debugging purposes, output to the log once that a looping sound has been orphaned
Audio::FVolumeF...
ComponentVolumeFader
Fader that tracks component volume
TMap< FConcurre...
ConcurrencyGroupData
The concurrent groups that this sound is actively playing in.
TSet<TObjectPt...
ConcurrencySet
OptionalUSoundConcurrencyto override for the sound.
float
CurrentInteriorLPF
float
CurrentInteriorVolume
FDynamicParamet...
CurrentOcclusionFilterFrequency
The interpolated parameter for the low-pass frequency due to occlusion.
FDynamicParamet...
CurrentOcclusionVolumeAttenuation
The interpolated parameter for the volume attenuation due to occlusion.
FColor
DebugColor
int32
EnvelopeFollowerAttackTime
Envelope follower attack and release time parameters.
int32
EnvelopeFollowerReleaseTime
EFadeOut
FadeOut
Type of fade out currently being applied
FAttenuationFoc...
FocusData
Cached data pertaining to focus system updated each frame
FInteriorSettin...
InteriorSettings
Cache what volume settings we had last time so we don't have to search again if we didn't move
FVector
LastLocation
Location last time playback was updated
float
LastOcclusionCheckTime
Last time we checked for occlusion
double
LastUpdateTime
To remember where the volumes are interpolating to and from.
float
LowPassFilterFrequency
The low-pass filter frequency to apply if bEnableLowPassFilter is true.
float
MaxDistance
The max distance this sound will be audible.
float
MinCurrentPitch
FSoundModulatio...
ModulationRouting
TArray<TTuple<...
NewBusSends
Bus send(s) that have not yet been sent to the render thread.
float
OcclusionCheckInterval
The time in seconds with which to check for occlusion from its closest listener
float
PitchMultiplier
float
PlaybackTime
Duration between now and when the sound has been started.
float
PlaybackTimeNonVirtualized
If virtualized, duration between last time virtualized and now.
TArray<FAudioV...
PreviousAudioVolumeSubmixSendSettings
float
Priority
The product of the component priority and theUSoundBasepriority
Audio::FQuartzQ...
QuantizedRequestData
Quantization information
float
RequestedStartTime
TArray< uint8 >
SoundNodeData
TMap< UPTRINT, ...
SoundNodeOffsetMap
FSharedISourceB...
SourceBufferListener
Source buffer listener
float
SourceInteriorLPF
float
SourceInteriorVolume
float
SubtitlePriority
FTransform
Transform
uint8
UserIndex
float
VolumeConcurrency
The volume used to determine concurrency resolution for "quietest" active sound.
float
VolumeMultiplier